Toybasher
Toybasher
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@MasterofSFL said:
I don't know, but they really ought to give the "I save myself" perks the exhaustion treatment, tie them all together and disable them all once one is used.
I assume that Distressing doesn't affect the skill check either, but it certainly should.
You mean Unnerving Presence. Ironically both Unnerving and Huntress Lullaby used to affect the DS skill check, but not anymore. Same with Doc's reverse skillchecks.
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@Theninjajesus said:
https://forum.deadbydaylight.com/en/discussion/comment/1858503#Comment_1858503
If the LCtrl changes which tonic you use, how can you pick the combinations of reloads? If the button that formerly executed reloads has been repurposed, and it just happens automatically when you're at zero, then wouldn't it just reload whatever tonic you're currently using? Why not just give four of each that reload completely during the animation so you can EXPEND them in any order? This seems like a control scheme/UI/logistics nightmare, and that's not even getting into the fact that any speed boost perk a survivor brings gives a benefit 300% higher for the Survivor than the clown could ever muster (and believe me, I checked the numbers twice just to be sure)?
I've got significant questions about your utilization of the data you crunch and the kind of solutions you implement, for whom and when, and if you just engage in the raw utilitarianism of 4 survivors is more than 1 killer, therefore you always need to rush to nerf the killers, and drag your heels on nerfing survivors. If I combed through the data of four years and came to you with a 70/30 killer/survivor power reduction change ratio, would THAT convince you?
Your 4 bottles are both antidotes and tonics. Like you have 4 bottles period and throwing tonics/antidotes consumes 1 bottle.
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Not really. It does allow effective gen pressure though by letting you chain hooks especially on high mobility killers like Hillbilly.
There still is counterplay like hiding behind a gen, lockers, faking what direction you're headed in, distortion, etc.
I don't think the sole reason people run it is for the extra BP. I do think the extra BP (both for BBQ and WGLF) should be made base-kit and BBQ should just be the aura reveal after a hook. Maybe less people would run it since there's less incentive + it would help with the grind.
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@Xpljesus said:
https://forum.deadbydaylight.com/en/discussion/comment/1858544#Comment_1858544
Huntress Lullaby got buffed overall, Pop is still very good, Undying Ruin is still very good and Devour as well as your beloved, ‘gutted’ Lullaby now also have synergy
How was Lullaby buffed? All I know is IIRC there's no notification until you get the first stack.
But now Lullaby doesn't work with Snapping Out Of It, and most people who ran Lullaby was for "Putting the "Skill" in Skillcheck" Doctor who combo'd it with Overcharge and Unnerving.
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@Nosferatu3145 said:
And don't forget that OoO is fine as well
OoO was changed, sort of. It was indirectly nerfed by adding the Undetectable status effect which made OoO less broken vs stealth killers like Wraith and Ghostface.
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I'd run that on Doctor with Infectious Fright and Distressing.
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I believe the hatch spawning at 5 gens left is partially there to prevent hostage situations where the last survivor could simply hide around the map waiting for the killer to give up and DC. We already see this happen sometimes at 2 survivors left.
Insta-downing someone with Clown's Pinky Finger, having 3 survivors DC, last one yeets into the hatch, and getting a depip for my troubles does annoy me however.
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Doctor with Unnerving Presence, Distressing, Overcharge, Huntress Lullaby, and a Jigsaw Piece.
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@Angelicus23 said:
if you don't know, before plague chapter, adepts used too be to simply kill all survivors no matter the emblems, due to people always using ebony mori to get this.
Now moris are nerfed and perfectly balanced, why do we still need to sweat to get the adepts for killer, while as survivor you can do nothing all game and get hatch when everyone is dead damn ez adept even depipping
https://us.v-cdn.net/6030815/uploads/PKXTHNEPZVAL/image.png
this is ridiculous
Did the emblem system come out with Plague?
I remember an extremely long time ago pips were tied directly to kills. (and I think even before that, it was bloodpoints earned in the match) This was later changed to "killer goals" with the Victory Cube to try and discourage camping I believe, and then it was changed again to the emblem system we have today.
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@C3Tooth said:
- Unbreakable + DS
- Jump to locker while having DS
- Use Borrowed Time as body block
- 99% gate
- Another survivor spam fast vault to make noise to make Killer unable to hear chased injure survivor in EGC
Exploit or tactic?
Don't forget TACTICAL DISCONNECT, INCOMING!!!! when the killer downs the third survivor to instantly open the hatch.
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I'm a big fan of The Shining. Jack Torrance would be a neat concept (Ideally he'd use his axe for the breaking walls/pallet animations) but I can't think of an actual power for him.
Hotel might be a good map.
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@DoritoHead said:
So Spirit, Nurse, Pyramid Head, Freddy, Bubba, Twins, Legion, and Slinger mains would be forced to play different killers? Because I know survivors hate going against them. This means that these killers would become "dead" or unplayable because their queue times would be so long since nobody wants to play against them.
Add Doctor to the list.
Incidentally there used to be an exploit/cheat of sorts that let survivor's view who the killer was (and even who they were playing as) in the pre-game lobby. Of course this was abused quite a bit. (Doctor? Calm Spirit. Spirit? Iron Will and Lightweight. Trapper? Small Game and Slippery Meat. Wraith? Spine Chill and Flashlight.)
EDIT: I wouldn't mind if it was something like the Killer could turn a setting on and in the lobby it says 3 different killers, one of which being the real one. I.E. if it's Doctor it'll say "Legion, Doctor, Shape" or "Doctor, Pig, Hillbilly" So there's a vague clue who it might be but there's still ambiguity.
Either it would be completely randomly generated or as a 3-killer "preset". Like Legion, Doctor, and Shape would always display as such. Ideally the 3 killers in each "preset" would be as far apart as possible gameplay wise (no "Wraith, Ghostface, Shape" (stealth killers) or "Trapper, Hag, Freddy" (killers who set traps)) so you can't tailor a general anti-stealth killer loadout or something.
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DS mainly annoys me when I'm hit from it by a survivor who dive-bombed a hook (they followed me to the hook and try to unhook right after I hook) and I grab-interrupted them during the unhook. If you're doing that and I grab you that's not tunneling no matter how recently you just got unhooked.
Or when I get DS'd back to back, which can sometimes happen in the endgame where people tend to dive-bomb hooks one after another.
Or when a survivor is doing stuff like Saboing a hook, I hit and down them, the survivor on my back wiggles off on the way to a different hook, I go back to pick up the sabo survivor who I just downed, and he DS's me.
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WGLF and BBQ's point multipliers should be base-kit. WGLF's dying healing speed increase and BBQ's aura reveal would just be the new WGLF/BBQ.
Would reduce grind a bit.
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Genrushing does exist but I don't really blame survivors. I blame the game design for gen speeds being a bit too fast for low mobility killers.
I only really think the survivors "were responsible" when it's something like 4 BNP's with Prove Thyself, Streetwise, and good toolboxes.
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https://www.youtube.com/watch?v=HwM5y4a5sOA@Aneurysm said:
Legion gets a 1k - entity could not be prouder of you babe
Plague gets a 2k - you make me sick
Here's a plague getting a literal 4K (3 sacrifices, 1 bleed out) and depipping.
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They actually nerfed PWYF so a few killer related powers now use stacks.
Originally Plague's corrupted purge (red puke) only used stacks. Now the green vomit also uses a stack. (I understand this as it does indirectly do damage by causing broken, but I don't think it was overpowered)
For some reason Clown's bottle also uses a stack even though it does no damage.
Do note despite this, Myers literally doing a Mortal Kombat Fatality on you via Tombstone still doesn't consume stacks, even though it literally kills a survivor out of the match.
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I disagree only slightly.
I do agree that he suffers massively during the early game and he can often be genrushed while he sets up. Personally I think BHVR should revisit Trapper. While the traps are very strong (injure + immobilize) he has to run around the map picking them up and setting them while generators are being worked on uncontested.
He's also map-reliant somewhat. (Maps with lots of grass are better for hiding traps, and large maps hurt him because he has to place his traps over a wider area)
He's reliant on addons. (I've heard many people say 2 traps held should be base-kit and I agree)
I also think Dead Hard shouldn't let you dash over traps. Really hate when that happens in a chase.
However despite all this a good trapper on a good map can be threatening.
I'd also like to note escaping from his trap is RNG dependent which is both a blessing and a curse. (Sometimes people need a ton of attempts, other times they escape on the first attempt)
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@Saitamfed said:
They should remove it since there is a bug that Wraith doesn't uncloack after getting burn, my brother was on the EGC with a bunch of survivors with flashlghts and he couldn't move since Wraith didn't uncloack. So the survivors bullied him for two entire mins.
You have a clip? I had that happen to me once like a year and a half ago and I assumed it was patched.
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I'd rather they add something subtle but cheeky, like teabagging causing the Killer's bloodlust to build up faster.
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It's a strong (when it activates) perk that can provide a safety net on a sour game, particularly on killers who lack gen control such as Clown, Wraith, etc. or when the killer doesn't want to run anti-gen perks like Pop, Ruin, etc.
It sucks to play against but working on dull totems is usually reasonably safe because most killers do not bother to remember dull totem locations, let alone patrol them. Detective's Hunch can help immensely with finding dull totems.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1823004#Comment_1823004
Shadownerf or what? Can't find that in the patch notes. Sure about that?
I tested it in KYF.
Honestly it's somewhat understandable, since Unnerving Presence explicitly says repairing, healing, and sabo skill checks. (Not that sabo skill checks exist anymore IIRC)
It's already been decided Snapping Out Of It isn't exactly a "healing" action anymore. I mean a VERY, VERY, VERY long time ago Nurses Calling was nerfed to not reveal survivors Snapping Out Of It anymore, Coulrophobia (Slower healing in the TR) doesn't work with Snapping Out Of It, etc.
Personally I think they should make the old Unnerving Presence Snap Out Of It skill check baseline if they are so concerned about consistency. Without UP it's not hard enough to hit. With UP it's challenging.
I'd like to also mention a decent while ago Unnerving Presence used to affect Jigsaw Box skill checks (just not Huntress Lullaby) but that was also nerfed.
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Hillbilly. His chainsaw charge would work similar to Raiden's "GETBACKINDACAR" tornado push thing.
Really I want all of them but that is extremely unlikely. Trapper might be a better pick since he's the "face" of Dead By Daylight.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/1818926#Comment_1818926
What is the problem exactly with the change? Why is it trash now? Because the missing sound is missing?
The skillchecks "now unaffected" by lullaby are pretty clear when they appear. Once you saw overcharge, you know you will face it on every sparkling gen. No need to hear it, you just know it will come. Same on madness. The 3 skillchecks appear like every 3 seconds. That is always the same on madness. No need for an audio cue. And 6% regression on madness? What a bummer, now THAT was always killing you. Not the fact that you just screamed and revealed your position to the killer.
I don't know if I got all pervious and current interactions correctly, but I think there is not a single case that makes the perk "worthless". If you say so, it either was already before but you didn't notice or you exaggerate.
I'd like to bring up Unnerving Presence also no longer effects Snapping Out Of It anymore.
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@TragicSolitude said:
This is part of why I always use Rancor and Nemesis to get this Daily done, to avoid the hook suicides. It just requires whiffing a bunch as I chase the obsession while the last gen gets done (I've seen killers who will down the obsession, then get them back up over and over again until the last gen pops and they can mori them... that's just bad for so many reasons. Pretending to be more incompetent than I really am may be a bit dishonest, but hey, I am pretty terrible at the game, so it's not that dishonest.).
I used to run "One Punch Freddy" which was Old Freddy with STBFL, PWYF, M&A, and Rancor. Ignore the obsession all game (keep them asleep though so they're slow on gens and you can easily find them for more PWYF stacks) one-hit-mori at the end. Super effective even during the Mettle Of Man Crisis where I'd insta-gib people who had Deliverance/Adrenaline + old MoM + DS + Dead Hard + an instaheal.
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IMHO Judith's full tombstone should be buffed to allow locker and ground moris.
BUT: Stalking required is increased, meaning when ran together with tuft of hair (The ONLY way to use Judith's tombstone) you need to stalk all 4 survivors completely (and not just 3 and a half).
Myers can no longer lunge when Judith's Tombstone is equipped. (So you can't insta-down someone in a loop with EW3's extendo lunge and then tombstone them on the ground)
Tombstoning someone now consumes a PWYF stack.
I think this would be a fair compromise. You can now locker and ground mori but hitting EW3 takes longer and by running Judith's you're forfeiting some of your chase potential. If you manage to literally stalk every last drop out of survivors and the game hasn't finished yet I think you deserve becoming a murder machine because the survivors screwed up.
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It's an exploit. Use of out-of-game mechanics for an in-game advantage. It's like when people would leave when downed by Caveira in Siege to avoid being interrogated. Ubisoft patched it.
Mobile has the little bots that take over when someone DC's. Mainline needs it too.
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@VexTheHex said:
I remember when Mori couldn't be nerfed till BNP was nerfed.
I remember when Mori couldn't be nerfed till instaheals was nerfed.
Do you remember?
I do. I don't recall if Mori couldn't be nerfed till Sabotage was nerfed was ever a thing. Probably was.
They were finally heavily nerfed like they needed to be. There was no "I win" offering as much as Green or Pink Mori.
They were already nerfed once before. Originally you could mori people on first down without even having to hook them.
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I think the mori should give a BP multiplier. I can't really think of anything else. Just currently besides the possible negation of DS on second hook and preventing a hook from perma-breaking, using a Mori is pretty much spending BP for a unique kill animation.
Honestly I would have rather had all killers get a built in "mini-mori" when certain conditions are met and the survivor is on death hook similar to PH. Like a huntress "headshot" from long distance with a fully-charged hatchet on a survivor who is injured and on death hook making the hatchet stick in their head and they fall over and die.
Leatherface hitting an injured survivor on death hook with the last token of his chainsaw charge and the survivor was chainsawed at least 3 times already in the match transitioning into Leatherface's Mori.
Trapper picking up a survivor from a trap on death hook after they've stepped in a trap at least 6 times in the trial causes him to slam the survivor's face in the trap and it snaps shut and kills them.
Wraith hitting an injured survivor on death hook with a surprise attack after they've been surprise attacked enough times and Wraith simply knocks them over and does his normal back-smacking mori, etc.
EDIT: Pig could have one where a dash attack on an injured survivor on death hook puts a bear trap on their head, but as a catch, it both starts active and NONE of the boxes have the correct key (Amanda was infamous for designing unwinnable traps) and the survivor can just run around and do gens or heal other survivors until their trap activates.
PH already has a mechanic like this as a glorified "kill animation" and I'd like to see other killers get something similar.
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@Milo said:
https://forum.deadbydaylight.com/en/discussion/comment/1808513#Comment_1808513
1st Encounter.... So then he wasted all evil that he could potentially get from you, right?
I've used tombstone piece a few times. I know for an absolute fact you cannot get your first EW3 with Tombstone Piece off the first survivor. I think you'll have enough stalk to hit EW2 and be almost halfway to EW3. It MIGHT be possible to tombstone all 4 if you're a micromanaging god with who to stalk and who to tombstone in what order. (Especially since you go back to EW2 with more stalk in the "tank" if you time your tombstone so you run out of EW3 during the tombstoning animation.)
But yes you do in fact lose all the stalk in the survivor when they are tombstoned. It is still annoying non-the-less to be tombstone piece'd relatively early in the match though.
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@Warcrafter4 said:
Honestly I have never been moried by a tombstone mires despite how often they try because lockers exist and flatout prevent the mori.
Yes both tombstone and tombstone piece are countered by jumping into a locker so instead of dying you get hooked as they can't mori you on the ground with the add-ons.
I actually think Judith's Full Tombstone should allow locker and ground moris at the cost of requiring more stalking (All survivors stalked fully when combo'd with tuft of hair), disabling Myers lunge, and consuming a PYWF stack upon each Mori.
Tombstone Piece is the problematic one since you can hit EW3 pretty easily with J Myers memorial and there's no speed penalty. Myers will often get his first EW3 99'd off of other survivors and then pop EW3 and Tombstone piece you upon the first encounter. Full Tombstone + Tuft requires almost all survivors stalked completely so I'm ok with him being literal evil incarnate if survivors managed to be stalked completely.
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@Emeal said:
Nah, the Mori Animation is pretty niche and disadvantageous. Sure it has its use sometimes in a blue moon.
- Mitigate DS - No, by a late stage in the game a DS is usually already burned off or me keeping a mental note of it allows me sift through remaining survivors.
- Mitigate FlipFlop, SoulGuard, Unbreakable - Bold of you to assume that you would have enough time use that perk against me. Im a fast hooker. and Unbreakable is only one use.
- Mitigate Flashligh Saves - No, a smart Killer always checks surroundings first or faces as wall or Lightborn.
- Mitigate Pallet Saves - No, a smart Killer always checks surroundings first or avoids walking through pallets or Hex: Blood Favour.
As you can see any Killer worth their salt, Having been trained by this game will find only niche use in the Mori.
Not to mention Survivors can escape while you Mori.
What about people who sabo or hooks are perma-broken nearby from previous sacrifices?
I do agree "Tactical" use of a Mori is pretty niche now. I think the main reason to bring a mori is you just like to see the animation.
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@Mozzie said:
https://forum.deadbydaylight.com/en/discussion/comment/1804548#Comment_1804548
This was just such a scummy move on the dev's part. You could have put this in the ptb so people would know about the change in advance. But you intentionally didn't because you knew we'd burn through these things with the key-gate issue we are dealing with in the game right now.
Can confirm. You guys announced the insta-heal and BNP changes weeks in advanced and we had to deal with them every entity-damn match for like 2 weeks. Why the hell can't we have our own "Mori Monday!" Guess we'll have to settle for Tombstone Tuesday then!
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I also think it should count health states worth of damage rather than hits. Legion can easily get some iri emblems via frenzy hits but killers that can insta-down (Myers, Billy, Ghostface,) or "hit" less often (Plague) have a harder time.
Adept Plague is a pain in the rear because of this.
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If survivors are bodyblocking you on purpose that's sandbagging/griefing and reportable.
If a killer is standing to block the pallet drop interaction or whatever that's not really reportable. The killer often does it without even intentionally trying to do it. If it was reportable bodyblocking the hook as a survivor would also have to be classified as an exploit.
The only time bodyblocking is really reportable is if it's resulting in an actual hostage situation (Hatch is open, killer bodyblocks survivor in corner and goes afk) or if a survivor is bodyblocking other survivors to try and get them killed.
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I saw an idea someone had where a hatch escape counts as a sacrifice for the killer but an escape for the survivor.
There would be less incentive to slug for a 4K (The emblems would be almost the same if you hook the last guy or he gets hatch) and survivors escaping through the hatch still count as an escape. Basically the hatch would be more of a draw.
This would also mean key escapes would be less likely to result in a depip on the killer's end.
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@KayTwoAyy said:
I've been surprised by how fast Victor is able to be rereleased after a survivor kicks him, so I don't feel as though being able to do so is truly punishing. But admittedly I have not played the new killer since PTB, so I do not have any personal stake in a change at the moment.
Becoming the obsession fits thematically, and could make for some really interesting builds on the Twins. I'd be about it.
Maybe it should be an addon.
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Old Freddy was pretty strong even vs high ranks but I am not sure how much of that is just because nobody really played Old Freddy and high rank survivors had very little experience against him vs Spirit, Billy, etc.
If you constantly juggled targets and kept everyone "harassed" and off of gens (even to the point you'd disengage/abandon a chase just to re-sleep someone who woke up, etc.) he was decent. Being looped too long? Run away and chase someone else. Use his tiny terror radius to constantly start and break off chases to keep survivors confused and re-engage in a dead zone. Keep the game stalled until you can get a ton of pallets broken.
Personally as much as I want OG Freddy back I'd rather we get a killer that acts similar to old Freddy but without the B.S. aspects. (I loved his tracking but a Freddy who was determined to chase you was pretty much impossible to get away from. His invisibility was really cool but it lead to frustration since when awake you had no idea where Freddy was until he sleeps you. He also had a few builds that were a little busted like M&A + Red Paint Brush + Z-block 3 second transition 0 TR Freddy, or Black Box + Old Dying Light + a Mori "Tunnel Freddy" etc.)
Ideally it'd be a killer that pulls you into another "world" and one has to escape from it back into the "real" realm. Pinhead pulling people into the Lament Configuration. SCP-106 pulling survivors into the pocket dimension and they have to escape in a limited amount of time, etc.
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I only camp if the survivor is intentionally being obnoxious (Flashlight clicking, teabagging), is running Object Of Obsession (If I'm someone like Trapper and they're in a SWF, OoO pretty much counters my power and I need them dead asap), or if all generators are completed and I'm not running an endgame build. (Once the final generator is completed moving away from the hook means they get rescued, probably next to a 99'd exit gate with DS active. There's no reason to leave the hook at that point unless I'm running something like NOED + Remember Me + Blood Warden.)
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I only see it being problematic when combined with DS, Flip Flop, and Unbreakable.
Considering how every goddamn survivor runs the Smol PP build (DS + Unbreakable) these days I expect this to become the Micro PP Build. (DS + Unbreakable + FF + PS)
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It's absolute trash now.
By the time you get the slowdown of old Dying Light (If you max possible hooks) 2 survivors are dead, one survivor is on death hook, and the obsession isn't even affected.
Obsession can also DC if you're slugging him to avoid hooking him. If he DC's he's counted as dead and the debuff goes away.
Old Dying Light was a toxic perk (I'm going to tunnel and mori the obsession and everyone else is punished for the obsession's failure at staying alive) but it was strong if you could proc it early.
Right now all obsession perks besides Remember Me focus around keeping the obsession alive. There's no risk to being the obsession besides maybe being the Rancor obsession, and even than that gives you a free dark sense with every gen pop and you are only exposed + mori after the final gen is completed.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1767448#Comment_1767448
no old freddy was complete trash, you did well against bad survivors as any good survivor fully utilized the time it took to get into dream world to get somewhere safe as there team tries to get gens done. the only time he was ok was when using addons to make the dream transition short and even then he was just a m1 killer without a power really.
really the only thing that made freddy get kills at high ranks was how long he made games go, it wasn't skill it was just doing what you could to stall because survivors couldn't get a gen in a area done before you made it a dead zone. It was just not fun or skillfull you just made games last so long the survivors ran out of things to use.
Can confirm some of that. My go-to freddy strategy was to juggle targets as much as possible (if I feel like I can't catch this survivor, I'd disengage. I'd even disengage mid-chase to return to people who just woke up to re-sleep them) and drag out the match until all the pallets are down and destroyed.
You also had the dream transition mindgame which allowed pretty easy "free" hits on survivors. Don't forget Pill Bottle for 0 freddy glimpses during the transition for easy gen grabs (and once they realize you have pill bottle you can sleep them and run away knowing they'll be distracted for a while).
One of my favorite builds was Red Paint Brush + Z Block + Monitor and Abuse for 0 TR freddy in the dream world and I believe a 3 second dream transition. Combo that with STBFL and PYWF and you can machinegun everyone down super quickly + throw in Rancor to one-punch-mori the obsession after ignoring him all game if they finish the last gen.
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Old Freddy. He had best in class stall, tracking, and stealth. He was a crappy M1 killer in a chase but with his tiny terror radius you could easily ambush survivors.
I used to play him a lot, even in red ranks and I did very well with him.
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Blood Warden isn't really anti-fun. I find endgame builds entertaining and different from constant ruin + undying.
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@Carlosylu said:
Ok, if I bring in a pink mori and mori people on third hook, they still DC before the game starts and I have to wait another 15 minutes for a match...
And now, with my main (Trapper), I thought about bringging Devour Hope with my build. Well. people DC as soon as they see they can't break my Hex and they're getting moried...
Nothing ever satisfies survivors... It doesn't matter if I don't camp nor tunnel or if I do mori instead of third hook...
What build are you running with Devour Hope btw?
I only really feel confident running Devour Hope as part of a totem defense build (Thrill Of The Hunt, Undying, Haunted Grounds, Devour Hope) to try and put all my eggs in one basket hoping I can hit 5 stacks.
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@quoclong said:
There is NO PROBLEM of survivors holding game hostage. In fact it is the opposite. Too many try hard killers will leave a guy on the ground to get the 4k. To the point that he will bleed out from being first downed and then dying just so that the killer can waste time finding last survivor and get the useless 4k (because we all know killers LOSE if they 3k and 1 escape for god knows what reason).
That's not a hostage situation. At the very most (assuming nobody picks you up and it's first down) the "Hostage situation" ends in 4 minutes. (You bleed out into the dirt and die)
You also have tools such as Unbreakable, No Mither, and I think Soul Guard to allow yourself to get yourself up.
The situation we're discussing can last a theoretically infinite amount of time if survivors simply ignore gens and are good at hiding. Usually it's about 20 minutes in average from my experience which is far too long, especially when both survivors are not really doing it for any gameplay benefit other than to waste the killer's time in hopes he DCs.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1724117#Comment_1724117
I actually love that idea.
Hides the secrets essentially and makes the cut coin actually decent on killer as it could make them waste more time as well as having counter play.
Pretty much. One of the problems with the anti-chest offerings is by removing the chests, there's less "Distractions" that keep survivors off of gens. Every second is a second survivors could be on generators, but survivors are not always on generators every second since they could be looking for chests, totems, maybe they want a glimpse of the killer to see who it is, etc.
By reducing the number of chests, survivors that would have been searching chests are likely on generators instead which works against you. With the change the same number of chests would spawn, just when searched some would be completely empty so survivors are still "occupied". Since it's secret survivors wouldn't know if it's a mori or a chest offering until they open a few chests to rule it out.
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@Chordyceps said:
Honestly, of all of Laurie's perks, D-strike is currently the least problematic. OoO is way too powerful in the hands of a SWF, giving everyone in the voice chat unlimited info on where the killer is. Sole Survivor promotes a very selfish plastyle, and is one of two perks in the game that requires your teammates to die before it works. As such, no one should ever use it. The only change I think D-Strike could really need is reducing it's remaining active time when a different surivor is hooked, since it's supposed to be an anti-tunneling perk anyways. OoO and Sole Survivor are in need of more drastic changes, and comparatively, D-Strike is in a really good place.
Sole Survivor also has the issue of just being a crap perk overall. IIRC it was the first "anti-aura" perk but the effects are too bad to be worth running. I think due to how BBQ is coded, sole survivor does nothing against it which is another problem.
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@Blueberry said:
Also the fact that there are so few secret offerings that you essentially always know what the secret is. IE defeating the entire point of being a secret...like it's been this way for 4 years I mean jeez common. Either we need more secret offerings or just hide them from the screen entirely. It currently just looks like poor design.
I saw a clever idea to make the cut and scratched coin offerings (less chests) secret, but still spawn the chests anyway, but the chests are empty when searched.
Now when there's a secret offering you can search chests to see if it's possibly a mori, and the offering still benefits killer as survivors still waste time searching the chests.
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Judith's Tombstone should get buffed to allow locker and ground moris at the cost of even higher stalk requirement (with tuft, you'd need to drain every last drop of stalker juice out of all 4 survivors), tombstone kills draining PYWF stacks, and removing Myers ability to lunge. (So no lunging to instadown a guy in the middle of a loop then tombstone him on the ground. The ground-tombstone is mainly for cases where tombstone decides to act jank and it downs the survivor even though the kill prompt was there)
Tombstone Piece definitely is annoying though. I wouldn't call it busted but it's very annoying when combo'd with J Myers Memorial, Myers gets 99'd EW3 from other survivors, and he pops the last 1% and moris you when you first encounter him.